mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-21 21:24:46 +00:00
Added initial behavior for ImageAssets to hold a list of GFX resources of different texture profiles to avoid mem leaks with incorrect-typed usages Added function to ImageAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Added function to ShapeAsset to get best-fit asset, allowing for fallbacks if the requested assetID is not found Disabled fields for dynamic and static shadowmap refresh rates Moved noShape model to core/rendering/shapes to place it in a more logical module position Added an include to avoid undefined type compile error and removed unneeded semicolon from zone code Added call to reload probe textures when a reloadTextures call is made Adjusted default directional light shadowmap settings to not be as extreme Added utility function to probe manager to allow any class to request a 'best fit' list of probes that would affect a given location, allowing other classes such as fog or particles to utilize IBL. Also updated probeManager's forward rendering to utilize same function to reduce code duplication. Shifted shape loader code to utilize assimp for loader consistency and testing Changed render bin used for SSAO postfx so it runs at the right time Made Core_Rendering module scan for assets Updated loose file references to a number of assets to follow proper formatting Refactored asset import code to follow a more consistent object heirarchy structure on importing assets, allowing more reliable cross-referencing between inbound items Updated asset import logic for materials/images so that they properly utilize ImageType. Images correctly save out the assigned image type, materials reference the images' type to know what map slot they should be used in. Importer logic also updated to better find-and-add associated images based on type. Cleaned up a bunch of old, outdated code in the asset importer Added initial handling for in-place importing of files without needing to process them through the UI. Added ability to edit module script from RMB context menu if torsion path is set Updated list field code for variable inspector to utilize correct ownerObject field
346 lines
11 KiB
C++
346 lines
11 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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/** @file OFFLoader.cpp
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* @brief Implementation of the OFF importer class
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*/
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#ifndef ASSIMP_BUILD_NO_OFF_IMPORTER
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// internal headers
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#include "OFFLoader.h"
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#include <assimp/ParsingUtils.h>
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#include <assimp/fast_atof.h>
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#include <memory>
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#include <assimp/IOSystem.hpp>
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#include <assimp/scene.h>
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#include <assimp/DefaultLogger.hpp>
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#include <assimp/importerdesc.h>
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using namespace Assimp;
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static const aiImporterDesc desc = {
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"OFF Importer",
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"",
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"",
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"",
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aiImporterFlags_SupportBinaryFlavour,
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0,
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0,
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0,
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0,
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"off"
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};
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// ------------------------------------------------------------------------------------------------
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// Constructor to be privately used by Importer
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OFFImporter::OFFImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Destructor, private as well
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OFFImporter::~OFFImporter()
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{}
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// ------------------------------------------------------------------------------------------------
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// Returns whether the class can handle the format of the given file.
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bool OFFImporter::CanRead( const std::string& pFile, IOSystem* pIOHandler, bool checkSig) const
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{
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const std::string extension = GetExtension(pFile);
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if (extension == "off")
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return true;
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else if (!extension.length() || checkSig)
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{
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if (!pIOHandler)return true;
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const char* tokens[] = {"off"};
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return SearchFileHeaderForToken(pIOHandler,pFile,tokens,1,3);
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}
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return false;
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}
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// ------------------------------------------------------------------------------------------------
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const aiImporterDesc* OFFImporter::GetInfo () const
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{
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return &desc;
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}
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// skip blank space, lines and comments
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static void NextToken(const char **car, const char* end) {
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SkipSpacesAndLineEnd(car);
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while (*car < end && (**car == '#' || **car == '\n' || **car == '\r')) {
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SkipLine(car);
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SkipSpacesAndLineEnd(car);
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}
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}
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// ------------------------------------------------------------------------------------------------
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// Imports the given file into the given scene structure.
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void OFFImporter::InternReadFile( const std::string& pFile, aiScene* pScene, IOSystem* pIOHandler) {
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std::unique_ptr<IOStream> file( pIOHandler->Open( pFile, "rb"));
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// Check whether we can read from the file
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if( file.get() == nullptr) {
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throw DeadlyImportError( "Failed to open OFF file " + pFile + ".");
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}
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// allocate storage and copy the contents of the file to a memory buffer
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std::vector<char> mBuffer2;
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TextFileToBuffer(file.get(),mBuffer2);
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const char* buffer = &mBuffer2[0];
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// Proper OFF header parser. We only implement normal loading for now.
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bool hasTexCoord = false, hasNormals = false, hasColors = false;
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bool hasHomogenous = false, hasDimension = false;
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unsigned int dimensions = 3;
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const char* car = buffer;
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const char* end = buffer + mBuffer2.size();
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NextToken(&car, end);
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if (car < end - 2 && car[0] == 'S' && car[1] == 'T') {
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hasTexCoord = true; car += 2;
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}
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if (car < end - 1 && car[0] == 'C') {
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hasColors = true; car++;
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}
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if (car < end- 1 && car[0] == 'N') {
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hasNormals = true; car++;
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}
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if (car < end - 1 && car[0] == '4') {
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hasHomogenous = true; car++;
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}
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if (car < end - 1 && car[0] == 'n') {
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hasDimension = true; car++;
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}
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if (car < end - 3 && car[0] == 'O' && car[1] == 'F' && car[2] == 'F') {
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car += 3;
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NextToken(&car, end);
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} else {
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// in case there is no OFF header (which is allowed by the
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// specification...), then we might have unintentionally read an
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// additional dimension from the primitive count fields
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dimensions = 3;
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hasHomogenous = false;
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NextToken(&car, end);
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// at this point the next token should be an integer number
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if (car >= end - 1 || *car < '0' || *car > '9') {
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throw DeadlyImportError("OFF: Header is invalid");
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}
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}
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if (hasDimension) {
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dimensions = strtoul10(car, &car);
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NextToken(&car, end);
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}
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if (dimensions > 3) {
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throw DeadlyImportError
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("OFF: Number of vertex coordinates higher than 3 unsupported");
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}
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NextToken(&car, end);
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const unsigned int numVertices = strtoul10(car, &car);
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NextToken(&car, end);
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const unsigned int numFaces = strtoul10(car, &car);
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NextToken(&car, end);
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strtoul10(car, &car); // skip edge count
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NextToken(&car, end);
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if (!numVertices) {
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throw DeadlyImportError("OFF: There are no valid vertices");
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}
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if (!numFaces) {
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throw DeadlyImportError("OFF: There are no valid faces");
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}
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pScene->mNumMeshes = 1;
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pScene->mMeshes = new aiMesh*[ pScene->mNumMeshes ];
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aiMesh* mesh = new aiMesh();
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pScene->mMeshes[0] = mesh;
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mesh->mNumFaces = numFaces;
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aiFace* faces = new aiFace[mesh->mNumFaces];
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mesh->mFaces = faces;
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mesh->mNumVertices = numVertices;
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mesh->mVertices = new aiVector3D[numVertices];
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mesh->mNormals = hasNormals ? new aiVector3D[numVertices] : nullptr;
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mesh->mColors[0] = hasColors ? new aiColor4D[numVertices] : nullptr;
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if (hasTexCoord) {
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mesh->mNumUVComponents[0] = 2;
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mesh->mTextureCoords[0] = new aiVector3D[numVertices];
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}
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char line[4096];
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buffer = car;
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const char *sz = car;
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// now read all vertex lines
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for (unsigned int i = 0; i < numVertices; ++i) {
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if(!GetNextLine(buffer, line)) {
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ASSIMP_LOG_ERROR("OFF: The number of verts in the header is incorrect");
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break;
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}
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aiVector3D& v = mesh->mVertices[i];
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sz = line;
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// helper array to write a for loop over possible dimension values
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ai_real* vec[3] = {&v.x, &v.y, &v.z};
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// stop at dimensions: this allows loading 1D or 2D coordinate vertices
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for (unsigned int dim = 0; dim < dimensions; ++dim ) {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz, *vec[dim]);
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}
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// if has homogenous coordinate, divide others by this one
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if (hasHomogenous) {
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SkipSpaces(&sz);
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ai_real w = 1.;
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sz = fast_atoreal_move<ai_real>(sz, w);
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for (unsigned int dim = 0; dim < dimensions; ++dim ) {
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*(vec[dim]) /= w;
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}
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}
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// read optional normals
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if (hasNormals) {
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aiVector3D& n = mesh->mNormals[i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.x);
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)n.y);
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SkipSpaces(&sz);
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fast_atoreal_move<ai_real>(sz,(ai_real&)n.z);
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}
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// reading colors is a pain because the specification says it can be
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// integers or floats, and any number of them between 1 and 4 included,
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// until the next comment or end of line
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// in theory should be testing type !
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if (hasColors) {
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aiColor4D& c = mesh->mColors[0][i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.r);
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.g);
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} else {
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c.g = 0.;
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}
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.b);
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} else {
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c.b = 0.;
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}
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if (*sz != '#' && *sz != '\n' && *sz != '\r') {
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)c.a);
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} else {
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c.a = 1.;
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}
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}
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if (hasTexCoord) {
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aiVector3D& t = mesh->mTextureCoords[0][i];
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SkipSpaces(&sz);
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sz = fast_atoreal_move<ai_real>(sz,(ai_real&)t.x);
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SkipSpaces(&sz);
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fast_atoreal_move<ai_real>(sz,(ai_real&)t.y);
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}
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}
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// load faces with their indices
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faces = mesh->mFaces;
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for (unsigned int i = 0; i < numFaces; ) {
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if(!GetNextLine(buffer,line)) {
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ASSIMP_LOG_ERROR("OFF: The number of faces in the header is incorrect");
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break;
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}
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unsigned int idx;
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sz = line; SkipSpaces(&sz);
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idx = strtoul10(sz,&sz);
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if(!idx || idx > 9) {
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ASSIMP_LOG_ERROR("OFF: Faces with zero indices aren't allowed");
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--mesh->mNumFaces;
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continue;
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}
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faces->mNumIndices = idx;
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faces->mIndices = new unsigned int[faces->mNumIndices];
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for (unsigned int m = 0; m < faces->mNumIndices;++m) {
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SkipSpaces(&sz);
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idx = strtoul10(sz,&sz);
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if (idx >= numVertices) {
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ASSIMP_LOG_ERROR("OFF: Vertex index is out of range");
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idx = numVertices - 1;
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}
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faces->mIndices[m] = idx;
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}
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++i;
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++faces;
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}
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// generate the output node graph
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pScene->mRootNode = new aiNode();
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pScene->mRootNode->mName.Set("<OFFRoot>");
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pScene->mRootNode->mNumMeshes = 1;
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pScene->mRootNode->mMeshes = new unsigned int [pScene->mRootNode->mNumMeshes];
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pScene->mRootNode->mMeshes[0] = 0;
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// generate a default material
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pScene->mNumMaterials = 1;
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials];
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aiMaterial* pcMat = new aiMaterial();
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aiColor4D clr( ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 0.6 ), ai_real( 1.0 ) );
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pcMat->AddProperty(&clr,1,AI_MATKEY_COLOR_DIFFUSE);
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pScene->mMaterials[0] = pcMat;
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const int twosided = 1;
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pcMat->AddProperty(&twosided, 1, AI_MATKEY_TWOSIDED);
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}
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#endif // !! ASSIMP_BUILD_NO_OFF_IMPORTER
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